/* * Copyright 2016 Henri Verbeet for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ /* * This application contains code derived from glxgears, the license for which * follows: * * Copyright (C) 1999-2001 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #define INITGUID #define _GNU_SOURCE #include #include #include #include #include "demo.h" struct cxg_fence { ID3D12Fence *fence; UINT64 value; HANDLE event; }; struct cxg_cb_data { float mvp_matrix[16]; float normal_matrix[12]; }; struct cxg_instance_data { struct demo_vec3 diffuse; struct demo_vec4 transform; }; struct cxg_vertex { struct demo_vec3 position; struct demo_vec3 normal; }; struct cxg_face { uint16_t v[3]; }; struct cxg_mesh { struct cxg_vertex *vertices; size_t vertex_count; struct cxg_face *faces; size_t flat_face_count; size_t smooth_face_count; }; struct cxg_draw { size_t vertex_idx; size_t flat_index_idx; size_t flat_index_count; size_t smooth_index_idx; size_t smooth_index_count; }; struct cx_gears { struct demo demo; struct demo_window *window; unsigned int width; unsigned int height; float aspect_ratio; bool animate; float alpha; float theta; float phi; D3D12_VIEWPORT vp; D3D12_RECT scissor_rect; ID3D12Device *device; ID3D12CommandQueue *command_queue; struct demo_swapchain *swapchain; ID3D12DescriptorHeap *rtv_heap, *dsv_heap; unsigned int rtv_descriptor_size; ID3D12Resource *render_targets[2]; ID3D12CommandAllocator *command_allocator[2]; ID3D12RootSignature *root_signature; ID3D12PipelineState *pipeline_state_smooth, *pipeline_state_flat; ID3D12GraphicsCommandList *command_list[2]; ID3D12Resource *ds, *cb, *vb[2], *ib; D3D12_VERTEX_BUFFER_VIEW vbv[2]; D3D12_INDEX_BUFFER_VIEW ibv; unsigned int rt_idx; struct cxg_fence fence; struct cxg_cb_data *cb_data; struct cxg_instance_data *instance_data; struct cxg_draw draws[3]; }; static void cxg_populate_command_list(struct cx_gears *cxg, unsigned int rt_idx) { ID3D12GraphicsCommandList *command_list = cxg->command_list[rt_idx]; static const float clear_colour[] = {0.0f, 0.0f, 0.0f, 1.0f}; D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle, dsv_handle; D3D12_RESOURCE_BARRIER barrier; HRESULT hr; size_t i; hr = ID3D12CommandAllocator_Reset(cxg->command_allocator[rt_idx]); assert(SUCCEEDED(hr)); hr = ID3D12GraphicsCommandList_Reset(command_list, cxg->command_allocator[rt_idx], cxg->pipeline_state_flat); assert(SUCCEEDED(hr)); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, cxg->root_signature); ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0, ID3D12Resource_GetGPUVirtualAddress(cxg->cb)); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &cxg->vp); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &cxg->scissor_rect); barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; barrier.Transition.pResource = cxg->render_targets[rt_idx]; barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; ID3D12GraphicsCommandList_ResourceBarrier(command_list, 1, &barrier); rtv_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(cxg->rtv_heap); rtv_handle.ptr += rt_idx * cxg->rtv_descriptor_size; dsv_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(cxg->dsv_heap); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &rtv_handle, FALSE, &dsv_handle); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtv_handle, clear_colour, 0, NULL); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, dsv_handle, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, NULL); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_IASetIndexBuffer(command_list, &cxg->ibv); ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 2, cxg->vbv); for (i = 0; i < ARRAY_SIZE(cxg->draws); ++i) { ID3D12GraphicsCommandList_DrawIndexedInstanced(command_list, cxg->draws[i].flat_index_count, 1, cxg->draws[i].flat_index_idx, cxg->draws[i].vertex_idx, i); ID3D12GraphicsCommandList_SetPipelineState(command_list, cxg->pipeline_state_smooth); ID3D12GraphicsCommandList_DrawIndexedInstanced(command_list, cxg->draws[i].smooth_index_count, 1, cxg->draws[i].smooth_index_idx, cxg->draws[i].vertex_idx, i); ID3D12GraphicsCommandList_SetPipelineState(command_list, cxg->pipeline_state_flat); } barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; ID3D12GraphicsCommandList_ResourceBarrier(command_list, 1, &barrier); hr = ID3D12GraphicsCommandList_Close(command_list); assert(SUCCEEDED(hr)); } static void cxg_wait_for_previous_frame(struct cx_gears *cxg) { struct cxg_fence *fence = &cxg->fence; const UINT64 v = fence->value; HRESULT hr; hr = ID3D12CommandQueue_Signal(cxg->command_queue, fence->fence, v); assert(SUCCEEDED(hr)); ++fence->value; if (ID3D12Fence_GetCompletedValue(fence->fence) < v) { ID3D12Fence_SetEventOnCompletion(fence->fence, v, fence->event); demo_wait_event(fence->event, INFINITE); } cxg->rt_idx = demo_swapchain_get_current_back_buffer_index(cxg->swapchain); } static void cxg_update_mvp(struct cx_gears *cxg) { float s1 = sinf(cxg->theta); float c1 = cosf(cxg->theta); float s2 = sinf(cxg->phi); float c2 = cosf(cxg->phi); float z_offset = -40.0f; float z_max = 60.0f; float z_min = 5.0f; float sx = z_min; float sy = z_min * cxg->aspect_ratio; float sz = -((z_max + z_min) / (z_max - z_min)); float d = (-2.0f * z_max * z_min) / (z_max - z_min); unsigned int i, j; float world[] = { c1, s2 * s1, c2 * -s1, 0.0f, 0.0f, c2, s2, 0.0f, s1, -s2 * c1, c2 * c1, 0.0f, 0.0f, 0.0f, z_offset, 1.0f, }; float projection[] = { sx, 0.0f, 0.0f, 0.0f, 0.0f, sy, 0.0f, 0.0f, 0.0f, 0.0f, sz, -1.0f, 0.0f, 0.0f, d, 0.0f, }; for (i = 0; i < 4; ++i) { for (j = 0; j < 4; ++j) { cxg->cb_data->mvp_matrix[i * 4 + j] = projection[j] * world[i * 4] + projection[j + 4] * world[i * 4 + 1] + projection[j + 8] * world[i * 4 + 2] + projection[j + 12] * world[i * 4 + 3]; } } memcpy(cxg->cb_data->normal_matrix, world, sizeof(cxg->cb_data->normal_matrix)); } static void cxg_render_frame(struct cx_gears *cxg) { static double t_prev = -1.0; struct timeval tv; double dt, t; float a; gettimeofday(&tv, NULL); t = tv.tv_sec + tv.tv_usec / 1000000.0; if (t_prev < 0.0) t_prev = t; dt = t - t_prev; t_prev = t; if (cxg->animate) { cxg->alpha += (70.0 * M_PI / 180.0) * dt; /* 70°/s */ if (cxg->alpha > 20.0 * M_PI) cxg->alpha -= 20.0 * M_PI; } a = cxg->alpha; demo_vec4_set(&cxg->instance_data[0].transform, cosf(a), sinf(a), -3.0f, -2.0f); a = (-2.0f * cxg->alpha) - 9.0f * M_PI / 180.0; demo_vec4_set(&cxg->instance_data[1].transform, cosf(a), sinf(a), 3.1f, -2.0f); a = (-2.0f * cxg->alpha) - 25.0f * M_PI / 180.0; demo_vec4_set(&cxg->instance_data[2].transform, cosf(a), sinf(a), -3.1f, 4.2f); ID3D12CommandQueue_ExecuteCommandLists(cxg->command_queue, 1, (ID3D12CommandList **)&cxg->command_list[cxg->rt_idx]); demo_swapchain_present(cxg->swapchain); cxg_wait_for_previous_frame(cxg); } static void cxg_destroy_pipeline(struct cx_gears *cxg) { unsigned int i; ID3D12CommandAllocator_Release(cxg->command_allocator[1]); ID3D12CommandAllocator_Release(cxg->command_allocator[0]); for (i = 0; i < ARRAY_SIZE(cxg->render_targets); ++i) { ID3D12Resource_Release(cxg->render_targets[i]); } ID3D12DescriptorHeap_Release(cxg->dsv_heap); ID3D12DescriptorHeap_Release(cxg->rtv_heap); demo_swapchain_destroy(cxg->swapchain); ID3D12CommandQueue_Release(cxg->command_queue); ID3D12Device_Release(cxg->device); } static void cxg_load_pipeline(struct cx_gears *cxg) { struct demo_swapchain_desc swapchain_desc; D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle; D3D12_DESCRIPTOR_HEAP_DESC heap_desc; D3D12_COMMAND_QUEUE_DESC queue_desc; unsigned int i; HRESULT hr; hr = D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_11_0, &IID_ID3D12Device, (void **)&cxg->device); assert(SUCCEEDED(hr)); memset(&queue_desc, 0, sizeof(queue_desc)); queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; hr = ID3D12Device_CreateCommandQueue(cxg->device, &queue_desc, &IID_ID3D12CommandQueue, (void **)&cxg->command_queue); assert(SUCCEEDED(hr)); swapchain_desc.buffer_count = ARRAY_SIZE(cxg->render_targets); swapchain_desc.format = DXGI_FORMAT_B8G8R8A8_UNORM; swapchain_desc.width = cxg->width; swapchain_desc.height = cxg->height; cxg->swapchain = demo_swapchain_create(cxg->command_queue, cxg->window, &swapchain_desc); assert(cxg->swapchain); cxg->rt_idx = demo_swapchain_get_current_back_buffer_index(cxg->swapchain); memset(&heap_desc, 0, sizeof(heap_desc)); heap_desc.NumDescriptors = ARRAY_SIZE(cxg->render_targets); heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; hr = ID3D12Device_CreateDescriptorHeap(cxg->device, &heap_desc, &IID_ID3D12DescriptorHeap, (void **)&cxg->rtv_heap); assert(SUCCEEDED(hr)); cxg->rtv_descriptor_size = ID3D12Device_GetDescriptorHandleIncrementSize(cxg->device, D3D12_DESCRIPTOR_HEAP_TYPE_RTV); rtv_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(cxg->rtv_heap); for (i = 0; i < ARRAY_SIZE(cxg->render_targets); ++i) { cxg->render_targets[i] = demo_swapchain_get_back_buffer(cxg->swapchain, i); ID3D12Device_CreateRenderTargetView(cxg->device, cxg->render_targets[i], NULL, rtv_handle); rtv_handle.ptr += cxg->rtv_descriptor_size; } heap_desc.NumDescriptors = 1; heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV; heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; hr = ID3D12Device_CreateDescriptorHeap(cxg->device, &heap_desc, &IID_ID3D12DescriptorHeap, (void **)&cxg->dsv_heap); assert(SUCCEEDED(hr)); hr = ID3D12Device_CreateCommandAllocator(cxg->device, D3D12_COMMAND_LIST_TYPE_DIRECT, &IID_ID3D12CommandAllocator, (void **)&cxg->command_allocator[0]); assert(SUCCEEDED(hr)); hr = ID3D12Device_CreateCommandAllocator(cxg->device, D3D12_COMMAND_LIST_TYPE_DIRECT, &IID_ID3D12CommandAllocator, (void **)&cxg->command_allocator[1]); assert(SUCCEEDED(hr)); } static void cxg_fence_destroy(struct cxg_fence *cxg_fence) { ID3D12Fence_Release(cxg_fence->fence); demo_destroy_event(cxg_fence->event); } static void cxg_destroy_assets(struct cx_gears *cxg) { cxg_fence_destroy(&cxg->fence); ID3D12Resource_Release(cxg->ib); ID3D12Resource_Unmap(cxg->vb[1], 0, NULL); ID3D12Resource_Release(cxg->vb[1]); ID3D12Resource_Release(cxg->vb[0]); ID3D12Resource_Unmap(cxg->cb, 0, NULL); ID3D12Resource_Release(cxg->cb); ID3D12Resource_Release(cxg->ds); ID3D12GraphicsCommandList_Release(cxg->command_list[1]); ID3D12GraphicsCommandList_Release(cxg->command_list[0]); ID3D12PipelineState_Release(cxg->pipeline_state_smooth); ID3D12PipelineState_Release(cxg->pipeline_state_flat); ID3D12RootSignature_Release(cxg->root_signature); } static void cxg_fence_create(struct cxg_fence *fence, ID3D12Device *device) { HRESULT hr; hr = ID3D12Device_CreateFence(device, 0, D3D12_FENCE_FLAG_NONE, &IID_ID3D12Fence, (void **)&fence->fence); assert(SUCCEEDED(hr)); fence->value = 1; fence->event = demo_create_event(); assert(fence->event); } static void cxg_vertex_set_position(struct cxg_vertex *v, float x, float y, float z) { demo_vec3_set(&v->position, x, y, z); } static void cxg_vertex_set_normal(struct cxg_vertex *v, float x, float y, float z) { demo_vec3_set(&v->normal, x, y, z); } static void cxg_mesh_create(ID3D12Device *device, float inner_radius, float outer_radius, float width, unsigned int tooth_count, float tooth_depth, struct cxg_mesh *mesh) { struct cxg_vertex *vertices; struct cxg_face *faces; unsigned int i, j; float r0, r1, r2; float angle, da; if (!(vertices = calloc(tooth_count, 12 * sizeof(*vertices)))) return; if (!(faces = calloc(tooth_count, 20 * sizeof(*faces)))) { free(vertices); return; } r0 = inner_radius; r1 = outer_radius - tooth_depth / 2.0f; r2 = outer_radius + tooth_depth / 2.0f; da = 2.0f * M_PI / tooth_count / 4.0f; for (i = 0; i < tooth_count; ++i) { struct cxg_vertex *tooth = &vertices[i * 12]; float u, v; angle = i * 2.0f * M_PI / tooth_count; cxg_vertex_set_position(&tooth[0], r0 * cosf(angle), r0 * sinf(angle), width * 0.5f); cxg_vertex_set_normal(&tooth[0], -cosf(angle), -sinf(angle), 0.0f); cxg_vertex_set_position(&tooth[1], r1 * cosf(angle), r1 * sinf(angle), width * 0.5f); cxg_vertex_set_normal(&tooth[1], 0.0f, 0.0f, 1.0f); cxg_vertex_set_position(&tooth[2], r1 * cosf(angle + 3 * da), r1 * sinf(angle + 3 * da), width * 0.5f); cxg_vertex_set_normal(&tooth[2], 0.0f, 0.0f, 1.0f); cxg_vertex_set_position(&tooth[3], r2 * cosf(angle + da), r2 * sinf(angle + da), width * 0.5f); cxg_vertex_set_normal(&tooth[3], cosf(angle), sinf(angle), 0.0f); cxg_vertex_set_position(&tooth[4], r2 * cosf(angle + 2 * da), r2 * sinf(angle + 2 * da), width * 0.5f); u = r1 * cosf(angle + 3 * da) - r2 * cosf(angle + 2 * da); v = r1 * sinf(angle + 3 * da) - r2 * sinf(angle + 2 * da); cxg_vertex_set_normal(&tooth[4], v, -u, 0.0f); cxg_vertex_set_position(&tooth[5], r0 * cosf(angle), r0 * sinf(angle), -width * 0.5f); cxg_vertex_set_normal(&tooth[5], -cosf(angle), -sinf(angle), 0.0f); cxg_vertex_set_position(&tooth[6], r1 * cosf(angle), r1 * sinf(angle), -width * 0.5f); cxg_vertex_set_normal(&tooth[6], 0.0f, 0.0f, -1.0f); cxg_vertex_set_position(&tooth[7], r1 * cosf(angle + 3 * da), r1 * sinf(angle + 3 * da), -width * 0.5f); cxg_vertex_set_normal(&tooth[7], 0.0f, 0.0f, -1.0f); cxg_vertex_set_position(&tooth[8], r2 * cosf(angle + da), r2 * sinf(angle + da), -width * 0.5f); cxg_vertex_set_normal(&tooth[8], 0.0f, 0.0f, -1.0f); cxg_vertex_set_position(&tooth[9], r2 * cosf(angle + 2 * da), r2 * sinf(angle + 2 * da), -width * 0.5f); cxg_vertex_set_normal(&tooth[9], 0.0f, 0.0f, -1.0f); cxg_vertex_set_position(&tooth[10], r1 * cosf(angle), r1 * sinf(angle), width * 0.5f); u = r2 * cosf(angle + da) - r1 * cosf(angle); v = r2 * sinf(angle + da) - r1 * sinf(angle); cxg_vertex_set_normal(&tooth[10], v, -u, 0.0f); cxg_vertex_set_position(&tooth[11], r1 * cosf(angle + 3 * da), r1 * sinf(angle + 3 * da), width * 0.5f); cxg_vertex_set_normal(&tooth[11], cosf(angle), sinf(angle), 0.0f); } for (i = 0; i < tooth_count; ++i) { struct cxg_face *f = &faces[i * 18]; static const struct cxg_face flat_faces[] = { /* Front */ {{ 1, 2, 0}}, {{ 1, 3, 4}}, {{ 1, 4, 2}}, {{ 2, 12, 0}}, {{ 2, 13, 12}}, /* Back */ {{ 6, 5, 7}}, {{ 6, 9, 8}}, {{ 6, 7, 9}}, {{ 7, 5, 17}}, {{ 7, 17, 18}}, /* Outward */ {{10, 6, 8}}, {{10, 8, 3}}, {{ 3, 8, 9}}, {{ 3, 9, 4}}, {{ 4, 9, 7}}, {{ 4, 7, 11}}, {{11, 7, 18}}, {{11, 18, 22}}, }; for (j = 0; j < ARRAY_SIZE(flat_faces); ++j) { f[j].v[0] = (flat_faces[j].v[0] + i * 12) % (tooth_count * 12); f[j].v[1] = (flat_faces[j].v[1] + i * 12) % (tooth_count * 12); f[j].v[2] = (flat_faces[j].v[2] + i * 12) % (tooth_count * 12); } } for (i = 0; i < tooth_count; ++i) { struct cxg_face *f = &faces[i * 2 + tooth_count * 18]; static const struct cxg_face smooth_faces[] = { /* Inward */ {{ 0, 17, 5}}, {{ 0, 12, 17}}, }; for (j = 0; j < ARRAY_SIZE(smooth_faces); ++j) { f[j].v[0] = (smooth_faces[j].v[0] + i * 12) % (tooth_count * 12); f[j].v[1] = (smooth_faces[j].v[1] + i * 12) % (tooth_count * 12); f[j].v[2] = (smooth_faces[j].v[2] + i * 12) % (tooth_count * 12); } } mesh->vertices = vertices; mesh->vertex_count = 12 * tooth_count; mesh->faces = faces; mesh->flat_face_count = 18 * tooth_count; mesh->smooth_face_count = 2 * tooth_count; } static void cxg_mesh_destroy(struct cxg_mesh *mesh) { free(mesh->faces); free(mesh->vertices); } static void cxg_load_gears(struct cx_gears *cxg) { size_t vertex_count, face_count, vertex_idx, face_idx, i; D3D12_RESOURCE_DESC resource_desc; D3D12_HEAP_PROPERTIES heap_desc; D3D12_RANGE read_range = {0, 0}; struct cxg_vertex *vertices; struct cxg_mesh gears[3]; struct cxg_face *faces; HRESULT hr; cxg_mesh_create(cxg->device, 1.0f, 4.0f, 1.0f, 20, 0.7f, &gears[0]); demo_vec3_set(&cxg->instance_data[0].diffuse, 0.8f, 0.1f, 0.0f); cxg_mesh_create(cxg->device, 0.5f, 2.0f, 2.0f, 10, 0.7f, &gears[1]); demo_vec3_set(&cxg->instance_data[1].diffuse, 0.0f, 0.8f, 0.2f); cxg_mesh_create(cxg->device, 1.3f, 2.0f, 0.5f, 10, 0.7f, &gears[2]); demo_vec3_set(&cxg->instance_data[2].diffuse, 0.2f, 0.2f, 1.0f); for (i = 0, vertex_count = 0, face_count = 0; i < ARRAY_SIZE(gears); ++i) { vertex_count += gears[i].vertex_count; face_count += gears[i].flat_face_count + gears[i].smooth_face_count; } heap_desc.Type = D3D12_HEAP_TYPE_UPLOAD; heap_desc.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; heap_desc.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; heap_desc.CreationNodeMask = 1; heap_desc.VisibleNodeMask = 1; resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; resource_desc.Alignment = 0; resource_desc.Width = vertex_count * sizeof(*vertices); resource_desc.Height = 1; resource_desc.DepthOrArraySize = 1; resource_desc.MipLevels = 1; resource_desc.Format = DXGI_FORMAT_UNKNOWN; resource_desc.SampleDesc.Count = 1; resource_desc.SampleDesc.Quality = 0; resource_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; resource_desc.Flags = D3D12_RESOURCE_FLAG_NONE; hr = ID3D12Device_CreateCommittedResource(cxg->device, &heap_desc, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, &IID_ID3D12Resource, (void **)&cxg->vb[0]); assert(SUCCEEDED(hr)); resource_desc.Width = face_count * sizeof(*faces); hr = ID3D12Device_CreateCommittedResource(cxg->device, &heap_desc, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, &IID_ID3D12Resource, (void **)&cxg->ib); assert(SUCCEEDED(hr)); hr = ID3D12Resource_Map(cxg->vb[0], 0, &read_range, (void **)&vertices); assert(SUCCEEDED(hr)); hr = ID3D12Resource_Map(cxg->ib, 0, &read_range, (void **)&faces); assert(SUCCEEDED(hr)); for (i = 0, vertex_idx = 0, face_idx = 0; i < ARRAY_SIZE(gears); ++i) { size_t tmp; cxg->draws[i].vertex_idx = vertex_idx; memcpy(&vertices[vertex_idx], gears[i].vertices, gears[i].vertex_count * sizeof(*vertices)); vertex_idx += gears[i].vertex_count; cxg->draws[i].flat_index_idx = 3 * face_idx; cxg->draws[i].flat_index_count = 3 * gears[i].flat_face_count; cxg->draws[i].smooth_index_idx = cxg->draws[i].flat_index_idx + cxg->draws[i].flat_index_count; cxg->draws[i].smooth_index_count = 3 * gears[i].smooth_face_count; tmp = gears[i].flat_face_count + gears[i].smooth_face_count; memcpy(&faces[face_idx], gears[i].faces, tmp * sizeof(*faces)); face_idx += tmp; } ID3D12Resource_Unmap(cxg->ib, 0, NULL); ID3D12Resource_Unmap(cxg->vb[0], 0, NULL); cxg_mesh_destroy(&gears[2]); cxg_mesh_destroy(&gears[1]); cxg_mesh_destroy(&gears[0]); cxg->vbv[0].BufferLocation = ID3D12Resource_GetGPUVirtualAddress(cxg->vb[0]); cxg->vbv[0].StrideInBytes = sizeof(*vertices); cxg->vbv[0].SizeInBytes = vertex_count * sizeof(*vertices); cxg->ibv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(cxg->ib); cxg->ibv.SizeInBytes = face_count * sizeof(*faces); cxg->ibv.Format = DXGI_FORMAT_R16_UINT; } static void cxg_load_assets(struct cx_gears *cxg) { static const D3D12_INPUT_ELEMENT_DESC il_desc[] = { {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, {"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, {"DIFFUSE", 0, DXGI_FORMAT_R32G32B32_FLOAT, 1, 0, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1}, {"TRANSFORM", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 12, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1}, }; D3D12_ROOT_SIGNATURE_DESC root_signature_desc; D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; D3D12_CPU_DESCRIPTOR_HANDLE dsv_handle; D3D12_ROOT_PARAMETER root_parameter; D3D12_RESOURCE_DESC resource_desc; D3D12_HEAP_PROPERTIES heap_desc; D3D12_RANGE read_range = {0, 0}; D3D12_CLEAR_VALUE clear_value; HRESULT hr; bool ret; root_parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; root_parameter.Descriptor.ShaderRegister = 0; root_parameter.Descriptor.RegisterSpace = 0; root_parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; memset(&root_signature_desc, 0, sizeof(root_signature_desc)); root_signature_desc.NumParameters = 1; root_signature_desc.pParameters = &root_parameter; root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_PIXEL_SHADER_ROOT_ACCESS; hr = demo_create_root_signature(cxg->device, &root_signature_desc, &cxg->root_signature); assert(SUCCEEDED(hr)); memset(&pso_desc, 0, sizeof(pso_desc)); pso_desc.InputLayout.pInputElementDescs = il_desc; pso_desc.InputLayout.NumElements = ARRAY_SIZE(il_desc); pso_desc.pRootSignature = cxg->root_signature; ret = demo_load_shader(&cxg->demo, L"gears.hlsl", "vs_main", "vs_5_0", "gears.vert.spv", &pso_desc.VS); assert(ret); ret = demo_load_shader(&cxg->demo, L"gears.hlsl", "ps_main_flat", "ps_5_0", "gears_flat.frag.spv", &pso_desc.PS); assert(ret); demo_rasterizer_desc_init_default(&pso_desc.RasterizerState); pso_desc.RasterizerState.FrontCounterClockwise = TRUE; demo_blend_desc_init_default(&pso_desc.BlendState); pso_desc.DepthStencilState.DepthEnable = TRUE; pso_desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; pso_desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS; pso_desc.DepthStencilState.StencilEnable = FALSE; pso_desc.SampleMask = UINT_MAX; pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; pso_desc.NumRenderTargets = 1; pso_desc.RTVFormats[0] = DXGI_FORMAT_B8G8R8A8_UNORM; pso_desc.DSVFormat = DXGI_FORMAT_D32_FLOAT; pso_desc.SampleDesc.Count = 1; hr = ID3D12Device_CreateGraphicsPipelineState(cxg->device, &pso_desc, &IID_ID3D12PipelineState, (void **)&cxg->pipeline_state_flat); assert(SUCCEEDED(hr)); free((void *)pso_desc.PS.pShaderBytecode); ret = demo_load_shader(&cxg->demo, L"gears.hlsl", "ps_main_smooth", "ps_5_0", "gears_smooth.frag.spv", &pso_desc.PS); assert(ret); hr = ID3D12Device_CreateGraphicsPipelineState(cxg->device, &pso_desc, &IID_ID3D12PipelineState, (void **)&cxg->pipeline_state_smooth); assert(SUCCEEDED(hr)); free((void *)pso_desc.PS.pShaderBytecode); free((void *)pso_desc.VS.pShaderBytecode); hr = ID3D12Device_CreateCommandList(cxg->device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, cxg->command_allocator[0], cxg->pipeline_state_flat, &IID_ID3D12GraphicsCommandList, (void **)&cxg->command_list[0]); assert(SUCCEEDED(hr)); hr = ID3D12GraphicsCommandList_Close(cxg->command_list[0]); assert(SUCCEEDED(hr)); hr = ID3D12Device_CreateCommandList(cxg->device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, cxg->command_allocator[1], cxg->pipeline_state_flat, &IID_ID3D12GraphicsCommandList, (void **)&cxg->command_list[1]); assert(SUCCEEDED(hr)); hr = ID3D12GraphicsCommandList_Close(cxg->command_list[1]); assert(SUCCEEDED(hr)); heap_desc.Type = D3D12_HEAP_TYPE_DEFAULT; heap_desc.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; heap_desc.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; heap_desc.CreationNodeMask = 1; heap_desc.VisibleNodeMask = 1; resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; resource_desc.Alignment = 0; resource_desc.Width = cxg->width; resource_desc.Height = cxg->height; resource_desc.DepthOrArraySize = 1; resource_desc.MipLevels = 1; resource_desc.Format = DXGI_FORMAT_D32_FLOAT; resource_desc.SampleDesc.Count = 1; resource_desc.SampleDesc.Quality = 0; resource_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL; clear_value.Format = DXGI_FORMAT_D32_FLOAT; clear_value.DepthStencil.Depth = 1.0f; clear_value.DepthStencil.Stencil = 0; hr = ID3D12Device_CreateCommittedResource(cxg->device, &heap_desc, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_DEPTH_WRITE, &clear_value, &IID_ID3D12Resource, (void **)&cxg->ds); assert(SUCCEEDED(hr)); dsv_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(cxg->dsv_heap); ID3D12Device_CreateDepthStencilView(cxg->device, cxg->ds, NULL, dsv_handle); heap_desc.Type = D3D12_HEAP_TYPE_UPLOAD; resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; resource_desc.Width = sizeof(*cxg->cb_data); resource_desc.Height = 1; resource_desc.Format = DXGI_FORMAT_UNKNOWN; resource_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; resource_desc.Flags = D3D12_RESOURCE_FLAG_NONE; hr = ID3D12Device_CreateCommittedResource(cxg->device, &heap_desc, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, &IID_ID3D12Resource, (void **)&cxg->cb); assert(SUCCEEDED(hr)); hr = ID3D12Resource_Map(cxg->cb, 0, &read_range, (void **)&cxg->cb_data); assert(SUCCEEDED(hr)); cxg_update_mvp(cxg); resource_desc.Width = 3 * sizeof(*cxg->instance_data); hr = ID3D12Device_CreateCommittedResource(cxg->device, &heap_desc, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, &IID_ID3D12Resource, (void **)&cxg->vb[1]); assert(SUCCEEDED(hr)); hr = ID3D12Resource_Map(cxg->vb[1], 0, &read_range, (void **)&cxg->instance_data); assert(SUCCEEDED(hr)); cxg->vbv[1].BufferLocation = ID3D12Resource_GetGPUVirtualAddress(cxg->vb[1]); cxg->vbv[1].StrideInBytes = sizeof(*cxg->instance_data); cxg->vbv[1].SizeInBytes = 3 * sizeof(*cxg->instance_data); cxg_load_gears(cxg); cxg_fence_create(&cxg->fence, cxg->device); cxg_wait_for_previous_frame(cxg); } static void cxg_key_press(struct demo_window *window, demo_key key, void *user_data) { struct cx_gears *cxg = user_data; switch (key) { case 'a': case 'A': cxg->animate = !cxg->animate; break; case DEMO_KEY_ESCAPE: demo_window_destroy(window); break; case DEMO_KEY_LEFT: cxg->theta += M_PI / 36.0f; cxg_update_mvp(cxg); break; case DEMO_KEY_RIGHT: cxg->theta -= M_PI / 36.0f; cxg_update_mvp(cxg); break; case DEMO_KEY_UP: cxg->phi += M_PI / 36.0f; cxg_update_mvp(cxg); break; case DEMO_KEY_DOWN: cxg->phi -= M_PI / 36.0f; cxg_update_mvp(cxg); break; default: break; } } static void cxg_expose(struct demo_window *window, void *user_data) { cxg_render_frame(user_data); } static void cxg_idle(struct demo *demo, void *user_data) { cxg_render_frame(user_data); } static int cxg_main(void) { unsigned int width = 300, height = 300; struct cx_gears cxg; memset(&cxg, 0, sizeof(cxg)); if (!demo_init(&cxg.demo, &cxg)) return EXIT_FAILURE; demo_set_idle_func(&cxg.demo, cxg_idle); cxg.window = demo_window_create(&cxg.demo, "Vkd3d Gears", width, height, &cxg); demo_window_set_key_press_func(cxg.window, cxg_key_press); demo_window_set_expose_func(cxg.window, cxg_expose); cxg.width = width; cxg.height = height; cxg.aspect_ratio = (float)width / (float)height; cxg.animate = true; cxg.theta = M_PI / 6.0f; cxg.phi = M_PI / 9.0f; cxg.vp.Width = width; cxg.vp.Height = height; cxg.vp.MaxDepth = 1.0f; cxg.scissor_rect.right = width; cxg.scissor_rect.bottom = height; cxg_load_pipeline(&cxg); cxg_load_assets(&cxg); cxg_populate_command_list(&cxg, 0); cxg_populate_command_list(&cxg, 1); demo_process_events(&cxg.demo); cxg_wait_for_previous_frame(&cxg); cxg_destroy_assets(&cxg); cxg_destroy_pipeline(&cxg); demo_cleanup(&cxg.demo); return EXIT_SUCCESS; } #ifdef _WIN32 int wmain(void) #else int main(void) #endif { return cxg_main(); }